Phantasms, Confusion, Stealth, PvE, and PvP - Rebalancing suggestions
in Mesmer
Posted by: Agent Noun.7350
Full disclosure: I love playing a Mesmer. I love shatters and I love phantasms. I want them to be useful, but I’m also willing to acknowledge that we’re capable of some unfair things and that ArenaNet is likely reluctant to split skills and conditions more than necessary.
What I mean to say is I’m biased and I’m willing to admit it.
Two of the most common complaints I’ve heard about Mesmers are:
- Mesmers can do too much damage without breaking stealth because of phantasms.
- Confusion is useless in PvE because enemies attack too slowly for the damage to be relevant.
I’ve got two suggestions that might help with these. One is an effective PvP nerf that won’t hurt us in PvE, while the other involves splitting Confusion between PvP and PvE versions—and not in the way you think.
Phantasms and Stealth. My suggestion: lower the damage that phantasms do and increase the damage that Mesmer weapon skills do. In effect, this would leave us with similar overall DPS, but would just “move” some of our damage from phantasms onto our more active weapon skills. This would help in PvP because it would lower the amount of damage we can do without breaking stealth (our passive damage), but it wouldn’t lower the overall amount of DPS we can do—it just makes it more active. An added benefit is that this remains under the Mesmer’s control. Other possible fixes—that phantasms disappear when the Mesmer stealths or that phantasm attacks break stealth on the Mesmer—would remove control from the Mesmer’s hands. EDIT: I’m saying that’s a bad thing, by the way—illusions shouldn’t go away on stealth at all. This suggestion keeps the ball in our court while also helping to fix something that is, quite honestly, pretty unfair.
Confusion Splitting. My suggestion: double the base duration of the Confusion condition in PvE, but not in PvP. As it stands, the damage that Confusion does in PvP is high (but avoidable), but in PvE it’s low because it’s hard to get more than one “tick” out of it. If a Mesmer wants to use it at all, he or she has to be devoted to keeping Confusion stacks up—solely—using every Confusion-causing skill and combo available, and the DPS just isn’t high enough to warrant that. Increasing Confusion’s PvE duration without increasing its damage stops the condition from being too “spiky” while simultaneously making it do meaningful damage to slow-attacking PvE enemies.
Interestingly, I think both of these suggested changes would work together to increase build variety in PvE. Right now, pure phantasm builds are far more popular in PvE than pure shatter builds. The damage that phantasms can do—and the lack of damage that our weapon skills can do—combined with the weakness of the Confusion condition make shatter builds unattractive. We can do so much damage passively, why should we bother trying more active means that will only do less damage? If our active damage skills did more damage and our passive ones did less, phantasm builds remain attractive (for Sharper Images builds, support builds where your phantasms can do damage while you support, and others) and shatter-based builds become much more attractive than they are now.
(edited by Agent Noun.7350)
